1. Post #41
    Gold Member
    WeltEnSTurm's Avatar
    December 2007
    1,885 Posts
    I read the readme, how do you actually install this? I'm having trouble.
    It would help if you tell me what error appears when you play.
    If you downloaded the SVN, just drop materials/gamemodes/Addons to your garrysmod/garrysmod folder.

  2. Post #42
    MAspiderface's Avatar
    July 2009
    9,936 Posts
    It would help if you tell me what error appears when you play.
    If you downloaded the SVN, just drop materials/gamemodes/Addons to your garrysmod/garrysmod folder.
    I didn't get a materials folder.

  3. Post #43
    Gold Member
    SlayerFin's Avatar
    May 2008
    4,239 Posts
    One small thing bothers me a little, my custom weapon view bobs well and so on but i only get up/down bobbing but it seems that in your video your view bobs more realistically. Like up/down/right/left.

  4. Post #44
    Flubascrub
    Flubadoo's Avatar
    August 2009
    10,532 Posts
    I wished this worked with devenger's ironsight designer.

  5. Post #45
    minhmap512's Avatar
    July 2010
    41 Posts
    Can you make weapon use shot animation when aim ?
    When i aim, my gun "shot" but yeah it don't do any animation. :-?

  6. Post #46
    shoe's Avatar
    May 2005
    97 Posts
    Can you make weapon use shot animation when aim ?
    When i aim, my gun "shot" but yeah it don't do any animation. :-?
    Easy enough to do it yourself. :) Look at the Pistol base.


    For anyone who wants to use the wac_cl_wep_allview function but wants to retain their ironsights... I highly recommend this little script I just cooked up.


    Code:
     alias +ironsight "wac_cl_wep_allview 0;+attack2"
     alias -ironsight "wac_cl_wep_allview 1;-attack2"
     bind mouse2 +ironsight
    This will preserve the ViewHook on the WAC sweps, and enable it all on other sweps, but when you Ironsight in on other sweps, it shuts it off naturally, allowing your Ironsights to be preserved until Welt makes an exception in his WAC Sweps for this kind of thing, or he doesn't. Because frankly, I think we all need to encourage Welt to keep working on this fantastic little pack over worrying about other peoples work. :)

  7. Post #47

    August 2007
    514 Posts
    Brilliant, and it doesn't break secondary fire either. I can't believe I didn't think of something like this! On topic, I think I've forgotten to thank you, WeltenSturm. So thanks.

  8. Post #48
    shoe's Avatar
    May 2005
    97 Posts
    Glad to help Midtown :)

  9. Post #49
    Flubascrub
    Flubadoo's Avatar
    August 2009
    10,532 Posts
    The only thing is that the ironsights on these guns replace original shoot animations, which also removes the bolt moving animation. But it is awesome otherwise.

  10. Post #50
    minhmap512's Avatar
    July 2010
    41 Posts
    Hehe but i think shoe is already answer this question :3.
    Is this what you mean, shoe ?
    SWEP.SendShootAnim = true
    SWEP.SendZoomedAnim = true

  11. Post #51
    shoe's Avatar
    May 2005
    97 Posts
    Perhaps. :P

  12. Post #52
    Gold Member
    WeltEnSTurm's Avatar
    December 2007
    1,885 Posts
    Enabling ironsights for "third party" weapons was easier than I thought. I have no idea when I'll commit again, sorry. If you wonder what else I changed, the helicopter should now be easily controllable, now with mouse support. Also, an awesome guy gave me an awesome model.

  13. Post #53
    Flubascrub
    Flubadoo's Avatar
    August 2009
    10,532 Posts
    When setting the AimAngle to something other than (0, 0, 0) causes the ironsights to point around 1 inch under where the bullets hit (on screen, obviously).

  14. Post #54
    minhmap512's Avatar
    July 2010
    41 Posts
    Sorry I don't know you problem but-well, if you need some good and hard-to-use weapon, and you have kermite, you can down my wac base weapon pack :3.
    Nah, i found new problem !
    http://cA3.upanh.com/11.577.15783004...struct0027.jpg
    The up and down in aim mode go in eclip so the shot will not accurate if you stand from a roof aim and shot down ! (and Contrary :P).

  15. Post #55
    santiainen's Avatar
    January 2010
    295 Posts
    Umm, i want to be abble to toggle the head bobbing for weapons :/ Could you do that sometime? >.<

  16. Post #56
    Gold Member
    WeltEnSTurm's Avatar
    December 2007
    1,885 Posts
    I can do anything
    Finished SWEP ironsight and sprint position editor.
    Gonna split some stuff in parts now
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  17. Post #57

    August 2007
    514 Posts
    Great, nice to know you're making progress :keke:

  18. Post #58
    Otherworldy Aviation Enthusiast
    Flyboi's Avatar
    May 2007
    663 Posts
    The little bird is incredibly fun to fly, great work.

  19. Post #59
    Gold Member
    WeltEnSTurm's Avatar
    December 2007
    1,885 Posts
    Thank you <3
    Also, thanks for the model. :D

    Edited:

    Gonna make a thread for it

  20. Post #60
    reden 96's Avatar
    July 2009
    18 Posts
    Hi, i'm having problems since I installed this. My spawnmenu won't show up when I press q. I have absolutely no idea what is causing this. Any suggestions? I really want to use this, looks awesome :D
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  21. Post #61
    Gold Member
    WeltEnSTurm's Avatar
    December 2007
    1,885 Posts
    Hi, i'm having problems since I installed this. My spawnmenu won't show up when I press q. I have absolutely no idea what is causing this. Any suggestions? I really want to use this, looks awesome :D
    Any lua-errors?

    Edited:

    Ah, forgot to remove an old file. Should work now.

  22. Post #62
    reden 96's Avatar
    July 2009
    18 Posts
    Any lua-errors?

    Edited:

    Ah, forgot to remove an old file. Should work now.
    Ah, yes thank you. Works a treat now! :D Only problem I did notice whilst playing around was that when I try to get out of the chopper, it won't, and comes up with a load of errors in console. Other than that, I can't spot any other errors at the moment. Thanks!

    EDIT:
    I think it was because I was trying to get out of a crashed chopper that it messed up by the way.

  23. Post #63
    Gold Member
    WeltEnSTurm's Avatar
    December 2007
    1,885 Posts
    Could you please post the errors? They would help a lot. :)

  24. Post #64
    reden 96's Avatar
    July 2009
    18 Posts
    Erm yeah I'll have a look. It's when the chopper's blades have come off. I'll post them ASAP. BTW, the tank building is effin awesome! Just tried it :)

    EDIT:
    I just had an error whilst outside chopper and blades have come off :raise: I'll post these one's too.

    Edited:

    Somehow I'm not having errors getting out now, just got these though:



    and if the pic aint shoing here's a link http://img441.imageshack.us/i/blae.jpg/

  25. Post #65
    MagicChocolate7's Avatar
    July 2009
    88 Posts
    Is there anything I can do to get a turret to rotate with the mouse? I noticed a turret entity in one of the videos, but I don't have it in my entity list.

    edit: found out how, for anyone wondering you have to right click with the turret creator out
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  26. Post #66
    shoe's Avatar
    May 2005
    97 Posts
    Hey Welt,


    Noticed the problem with the reloading and switching weapons causing the swep to break. My friend Phred threw a hacky little fix together. Here you are...


    Code:
    function SWEP:Holster()
    	PViewAngles = nil
    	// RoboPhred: Fix reload breaking when the weapon is changed while reloading.
    	self.Reloading=false
    	return true
    end
    Just a small update to your w_wac_base.


    Did you make any changes to how your CreatePhysBullet function works besides including the DefTable variable? Meaning... did you simplify your non-simulated bullets? Because before there was atleast one frame of delay before bullets would impact... Phred also coded a function to enable or disable your entire ballistics function, if you want to take a look at that I can show ya. (Basically, HL2 hitscan function vs your hitscan function )


    Great job my friend!

  27. Post #67
    Gold Member
    Marlwolf78's Avatar
    August 2008
    2,821 Posts
    Shoe, thanks a lot for that fix. That was one of my biggest problems when using this base.

  28. Post #68
    shoe's Avatar
    May 2005
    97 Posts
    Don't thank me, thank my buddy Phred. ;)

  29. Post #69
    minhmap512's Avatar
    July 2010
    41 Posts
    Well, another problem:

    Hook 'wac_physbullet_cl' Failed: addons\wac sweps\lua\wac\client\e_clbullet.lua:11: attempt to index field 'Trace' (a nil value)

    How to fix it ? :-?

  30. Post #70
    shoe's Avatar
    May 2005
    97 Posts
    Trace needs to be defined. Let me take a look.

    Edited:

    Also, Welt ... before the update - the scope on the M24 NEVER caused a problem... now it seems like a 50/50 chance of it crashing the game everytime I scope in. Anything you can do about that?

  31. Post #71
    Gold Member
    WeltEnSTurm's Avatar
    December 2007
    1,885 Posts
    I don't know what causes that. You're not the first one to have this problem.


    Also, updated SVN.

  32. Post #72
    juGGa's Avatar
    April 2009
    2,098 Posts
    Very nice. And the head bobbing is almost better than sharpeye.

  33. Post #73
    minhmap512's Avatar
    July 2010
    41 Posts
    Well, Welt, can you make a custom ammo type for Wac Swep ? :-?
    It will be a little selfish but yeah, i want 9x18 ammo type for my baby Makarov ! XD
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  34. Post #74
    Gold Member
    WeltEnSTurm's Avatar
    December 2007
    1,885 Posts
    You can't create custom ammo, you can just rename current ammo types.
    http://wiki.garrysmod.com/?title=Ammo_type

    With some tricks here and there, it would be possible. I'll see what I can do.

  35. Post #75

    August 2007
    514 Posts
    I always loved how Silverlan's TF2 Sweps used custom ammo. Not renamed, he used a framework Jinto or someone made. You should check that out

  36. Post #76
    xxXAcePilotXxx's Avatar
    February 2010
    1,152 Posts
    If WaC didn't have autosave I wouldn't have accomplished this:



    I was posing a SAS in heli and I accidentaly physgunned heli but I loaded a autosave to save teh day :D
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  37. Post #77
    -Headcrab-'s Avatar
    June 2009
    477 Posts
    You sir, are a fucking god.
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  38. Post #78
    shoe's Avatar
    May 2005
    97 Posts
    For future endeavors, add this into your DoReload and Think functions inside the base.

    Many skins for CSS have a different origin position after the reload, and remain at that position until the weapon is fired. Thus causing a misaligned sight origin, meaning it is nearly impossible to aim the first shot after a reload accurately to any degree. Not ALL CSS models do this, but many do.

    To reposition the weapon at VM_IDLE... add this code in.


    Code:
    -- Place in DoReload
    
    
    self.Idle = CurTime() + self.Owner:GetViewModel():SequenceDuration()
    Code:
    -- Place in Think
    	if self.Idle and CurTime() >= self.Idle then
    	self.Idle = nil
    	self:SendWeaponAnim(ACT_VM_IDLE)
    end

    Hopefully we can encourage all future SWEPs to take this into consideration for any ironsights.


    EDIT:

    Also, thanks Welt for adding
    Code:
    		WAC.ThinkBullets()
    into the function
    Code:
    WAC.CreatePhysBullet
    I had an entire other function written by a friend to bypass your ballistics because we didn't want to touch your code, but now thanks to that little addition the bullets fire on the same frame they're initialized and not on the frame afterward with the Think function. HOWEVER... it seems to of caused a little byproduct... no effects like bullet holes or blood are drawing on my end whilst in a multiplayer session... any idea?

    I've also got a whole slew of weapons, including world models origin'd and setup for your pack... if you'd like I could SVN them to you when I get everything uploaded.

  39. Post #79
    Gold Member
    WeltEnSTurm's Avatar
    December 2007
    1,885 Posts
    The guy who coded the swep functions somehow thought it would be cool if everything made in the serverside PrimaryFire function should never reach the client. You won't be able to do effects etc, although util.Effect is serverside.

    Working on idle-after-reload, shotgun's giving me kind of problems :p

    And yes, would be nice to see some sweps.

  40. Post #80
    minhmap512's Avatar
    July 2010
    41 Posts
    Hey Welt, can you make the weapon throwable and remember how much ammo do it have last time ?
    Well, just another suggections to try to make it more realistic by the way. XD
    Sorry for my dumbness and terrible in english, because it isn't my first language. :3